Rifleman Archive
Thread: Combat Upgrade Sanbox and the Testers
Atradie wrote:
Just a suggestion
We might want to update the list. since some people quit the game or move on to other professions.
I got confirmation from all the testers a couple days ago. So we are good to go. ![]()
One positive as I see it. Everone that agreed to test two months ago also confirmed a couple days ago. So they've all stuck around so far. ![]()
Message Edited by Waste93 on 10-29-2004 07:04 PM
other than that... sleep. the long-gunners will need you to burn the midnight oil soon enough.
Message Edited by meninus on 10-30-2004 02:18 AM
But that is only part of it. The other issue is one of distinction. What distinguishes Pistoleer from Carbineer from Rifleman? Carbineer gets some great state attacks (the ones that actually work....that is), and Pistoleer gets some great defensive mods and a bit of speed, but thats about it. That doesnt seem like enough to really make each one of them worth mastering. THAT.....is why I actually hope they change(not nerf) rifleman and the others. I wont dictate all the changes to Pistoleer and Carbineer I like, but the rifleman ones are simple:
-Rifleman should not be able to fire within a few points of the speed cap. It's a rifle, not a pistol.
-Rifles should not be able to hit the broadside of a barn even 5m away if they are standing and running. In fact they probably shouldnt be able to hit ANYTHING while standing and running.
-Rifleman should have a point blank melee attack for KD or posture change to use as protection.
-Rifleman SHOULD be able to fire from standing with great accuracy, but at a severely decreased speed.
-Rifleman should ALWAYS do the most damage per hit.
Those are my thoughts for rifleman. If they do those, fix the other ranged profs, and nerf melee back to the stone age where it belongs, I will be a happy man. Playingn rifleman will be much more exciting and tense, and there will be a good deal more interest in the other ranged professions. It will also chip away at the soloer, and force players to learn tactics like taunt and others in order to survive, in addition to fostering group hunts.
Just my 2 cents. I am considering the best things for the game and my personal quality of play.
Message Edited by Skullie-AR on 10-31-2004 05:33 AM
Message Edited by Skullie-AR on 10-31-2004 07:44 AM
Message Edited by Skullie-AR on 10-31-2004 07:46 AM
Skullie-AR wrote:
-Rifleman should not be able to fire within a few points of the speed cap. It's a rifle, not a pistol.
Common myth. Rifles fire as fast as pistols and carbines. It's been established thru common sense and thru canon sources.
-Rifles should not be able to hit the broadside of a barn even 5m away if they are standing and running. In fact they probably shouldnt be able to hit ANYTHING while standing and running.
Firing on the run is difficult with any weapon. Not just a rifle. Try it some time. Though a pistol is more manuevarble, the carbine and rifle usually make up for that with higher firing rates than pistols since they are more commonly automatic.
-Rifleman should have a point blank melee attack for KD or posture change to use as protection.
Riflemen don't need a KD attack. Our role isn't status effects. It is firepower. Though we are looking at getting a 'buttstroke' or 'bayonetlunge' type of melee range attack.
-Rifleman SHOULD be able to fire from standing with great accuracy, but at a severely decreased speed.
See above. Speed in the game represents aim time. Not a mechanical limit of the weapon. Since a pistol, rifle, and carbine all use about the same sighting system they would have about the same aim time. If you want to be correct then aim time should be dependent on range to target. Not on the weapon in hand.
-Rifleman should ALWAYS do the most damage per hit.
Commandos use heavy weapons. They should be the top damage dealers. With Riflemen second.
You can't run as fast while doing this, but keeping the rifle shouldered while moving allows you to keep a relatively stable eye looking down to the barrel and sights which give better accuracy at range.
Defining roles for ranged professions will be difficult. There are not very many combat situations where rifles aren't a far superior tool for the job. It's why armies are fielded with rifles. Hand guns in combat are more a weapon of last resort. The only advantage is at short range when acquiring additional targets not in your line of sight or tight spaces. But I don't think the game can represent this accurately.
The real advantage of Handguns is conceal ability and portability, but unless there is a penalty for always walking around with weapons equipped, like giving you tef in cities, this can't be represented either.
Which leaves us with combination of defensive power/ offensive power or offensive power / abilities trade offs.
Another option, which would be best if the game can make it work with lag, is running speeds. Higher DPS weapons and stronger armor slow you down. With the equip delay this would allow lower DPS professions the choice of when and where to fight.